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==='''Support'''=== Up to 3 Selections. ====Droidekas==== (80 pts.) "They're no match for Droidekas!" <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Comms Upgrades (x1 Slot)</B> Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. Really bad if your opponent has this equipped to a melee-heavy squad. If said squad is getting close enough to your Droidekas for them to use this, you're doing something wrong. No, just no. <s>Comms Relay (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that "passes" the order doesn't get one. We have B1s for that, but might have some niche use.</s> Per the 1.6 rules update, vehicles cannot take this. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful, for the turn you need that unit to activate when you need it to, or to get a surge token from Aggressive Tactics. Note that this counts as the unit issuing an order to itself so cards like Crush Them! don't apply. Put one on your Droideka unit, if you have the points. This isn't completely necessary, but will be a massive benefit. Linked Targeting Array (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. This can be really nice, considering the damage Droik Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The biggest drawback about these units might be the fact that you have to build them -twice-, once for wheel-mode, and one for its regular mode. Seriously, what's the Wheel Mode token for? (It's for if you choose not to build the Wheel Mode models... they even say that in the instructions...) Just use one of each in a unit, and you turn a single starter boxes worth, or an expansion pack, into two squads. This may not fly in competitive play, but casual players probably won't bother you about it. Droidekas excel at laying down suppressive fire, especially against pesky Force using lightsaber wielders- each fires 1 red and 2 black with suppressive and immunity to deflect (which just means the Droidekas won't suffer deflected damage from Deflect, Djem So, Soresu, etc). The target can still use a Dodge to trigger defensive surge). Out of all the Core set units, they are the only ones that convert any surge results by default, and they do this for defense. Of course, it's white defense dice but it still doubles their chances of blocking a hit to 1:3 rather than the usual 1:6. As depicted in the movies, they have potent shields, allowing you to automatically block up to four ranged hits per turn, and one point of spent shields automatically regenerates at the end of each turn. '''-Avoid melee at all costs-'''. Droidekas are considered vehicles. The bad news? You can't fight back if someone attacks you in melee. The good news? You can't be engaged, so you can just walk away. If enemies are that close then that's bad news all around, though. The other really bad news? Melee hits cannot be deflected with the shields...if the aggressor has pierce then the few defense dice you rolled are not going to help...so yeah...rolling away may be your only chance of survival once a saber-wielding maniac is getting uncomfortably close...alternatively you could slowly walk backwards to try and keep the range, don't forget that their vision is based on movement so move slooowly and avoid eye contact. '''-Range is your best friend-'''. Their guns fire at range 1-3 (dealing 1 red and 2 black dice apiece), but have Fixed: Front facing, meaning very fast units, or ones very close, can avoid its firing arc simply by moving. In tight spaces, especially with lots of blocking terrain, they aren't very maneuverable. Your best bet is to park them somewhere where they can shoot at something without having to waste an action re-positioning. '''-Pivot, Rather Than Move-''' Moving, even at speed 1, takes you closer to your opponent. Use pivot, when you can, to rotate 90 degrees, without getting closer. See above. In Wheel-mode, they gain Cover 2, essentially giving you heavy cover while you re-position yourself. In their standard mode, they have Shielded 4, letting you add up to 4 block results while defending against ranged attacks, and Generator 1 allows you to get one of your shield tokens back a round. If you can get an aim token on them (through nearby B1s with Electrobinoculars or Linked Targeting Array) and have nothing better to do, dodging makes these units even more of a pain to remove from the board. Droidekas are fast in wheel-mode, but this means that they cannot fire or flip their active shield tokens to block hits (they still get to flip one inactive token due to Generator 1 at the end of the turn) on the turn they do this. Seeing as one unit of Droidekas costs about the same as 1-2 units of B1s or B2s (depending on how they're outfitted, and thanks to a significant points reduction in the November 2020 update), or a little less than half as much as Grievous or Dooku, you'll want to shoot and use their shields as much as possible. That said, they have the potential to speed around the sides of Heavy units to attack more a vulnerable facing, and can be a distraction for your opponent. If they aren't dealt with before they can set up, they can do some mean damage. </div></div> ====DSD1 Dwarf Spider Droid==== (55 pts.) The name says it all. The smaller droid that that Seps used that looks like a spider. Not the huge one that has giant laser-shooting satellite dishes. And not the crab droid either. Look... just google it if you don't know what it is. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Comms Upgrades (x1 Slot)</B> Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. This isn't terrible, but you need to be close for it to work. Can be useful if you went with the flamethrower, or you're having a naked one do a self-destruct suicide run. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Never a terrible choice, especially in a turn where AI might stymie your efforts. Linked Targeting Array (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Pretty useful, especially if you brought a Super Tactical Droid (generic or Kalani) around to make sure it gets orders via Direct. Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Command Control Array (2 pts.) - When you use Coordinate, you can issue the order at range 1-2 instead of range 1. These don't have Coordinate so this is kinda (and by "kinda", I mean "totally") useless. <B>Protocol Upgrades (x1 Slot)</B> Attack Protocols (3 pts.) - Gives the unit '''AI: Aim''' and '''Precise: 2'''. Not a bad choice if you went with the Laser cannon (see Hardpoint upgrades). It might even be useful if you went with the Ion Blaster, although you'll lose an action each turn when the blaster is cycling (Super Tactical Droid's 3 pip might help here). Otherwise, you might want to look at the other two (or ensure you're always getting it an order somehow). Bear in mind that the droid has Precise regardless of if AI affected it that turn. Defense Protocols (3 pts.) - Gives the unit '''AI: Dodge''', '''Nimble''', and '''Outmaneuver'''. Gives a nice little defensive boost on turns when you are unable to issue it an order. Might be most useful with the Ion blaster, which has a long enough range that it doesn't need to move. Bear in mind also that you still have Nimble and Outmaneuver even if you aren't affected by AI... Engagement Protocols (3 pts.) - Gives the unit '''AI: Attack, Move'''. Pretty much an easy default with no real downside, but no upside either. <B>Hardpoint Upgrades (x1 Slot)</B> Nose-mounted Flamethrower (15 pts.) - range 1 with '''Spray''', '''Fixed: Front''', and '''Blast''', throwing 1 red, 1 white per model in the target unit. A nasty infantry-eraser, always popular. Nose-mounted Ion Blaster (10 pts.) - exhaust to attack with range 2-4, '''Ion 1''', '''Cycle''', '''Fixed: Front''', and '''Impact 2''' doing 3 black and 3 white. A pretty nice anti-tank gun, although exhausting to attack cuts its usefulness a little. Still, you can always ready the blaster using a Recover action without waiting for Cycle... Nose-mounted Laser Cannon (15 pts.) - a range 1-3, '''Critical 1''', '''Fixed: Front''' attack doing 1 red, 3 black, 1 white. No frills, throwing a lot of dice with ok range and Critical for that extra push (bear in mind you already have normal surge to hit). </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> For 55 points (plus at least 3 points of upgrades...), you get one tough little weapons platform. It comes with 6 wounds (threshold 4), '''Armor 3''' to cancel some hits, and white defense with surge. Not terrible for 58 points. It also has a built-in "wicked kick" (apparently it's built in Boston?) melee attack that does one of each color die with regular surge (which the unit has built-in). For its other special rules, it comes with '''Climbing Vehicle''' and '''Expert Climber''' (so it can climb terrain easily and without potentially suffering damage), and has the '''Programmed''' keyword, which requires it to be equipped with a Protocol upgrade. The Protocols (see Upgrades, above, for more details) each give the unit AI and some related keywords to reflect how it was intended to fight. Also note one last keyword that we skipped over just now: '''Self-Destruct 4'''. When the unit has suffered 4 or more wounds, you can do a free action that allows the unit to blow itself up. It's not an attack action, nor does it count against your normal two actions, so go ahead and do what you want to do first (attack, get into a better position, etc). The self-destruct attack is made against all units (friend or foe) at range 1 and is done with 3 red dice (still with regular surge), '''Blast''', and '''Impact 1'''. That's a spicy meatball. Although, as the name suggests, the unit is killed by doing this. So it's a pretty nasty last resort sort of thing. In practice, the Spider Droid functions a lot like the Rebel/Republic AT-RT - it's a tough but mobile weapon platform that can be tailored for the role you want it to fill. Need some long-range anti-tank punch that can survive some counter-fire? Go with the Ion Blaster and Defense Protocols. Want a short ranged infantry murderer? The Flamethrower and Engagement Protocols should serve you well. Want a generic gun platform that is reliable but with no particular specialty? Laser cannon and Attack Protocols should fit. Or you could even use it as a suicide bomb- give it Engagement protocols and Comms Jammer, have it run right into the middle of the enemy army and be a nuisance until it gets the 4 wounds allowing it to trigger self-destruct. Hey, you're playing droids! They're not meant to survive! Just watch out for any lightsaber-wielding fools who can easily kill your suicide bomber before the bomb goes off. </div></div> ====STAP Riders==== (73 pts.) The odd speeder bikes used on Naboo during the Phantom Menace. Nothing can...''STAP'' your droids from flanking the enemy (I'll see myself out, don't worry)! <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Upgrade Cards <div class="mw-collapsible-content"> <B>Comms Upgrades (x1 Slot)</B> Comms Jammer (5 pts.) - Prevents enemy units at range 1 from receiving orders. This isn't bad, but being that close to the enemy is. STAPs aren't entirely durable. HQ Uplink (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Excellent choice on a unit that you can expect to be operating at least part of the game outside of the range 1-3 of your commanders/operatives. Best part of this is that you can Coordinate this order to the other STAP riders in your "pod," removing their tokens from your order pool and avoiding having to AI:Move on turns where you don't want to be sling-shotting across the map. It also counts as having issued an order for the next upgrade card...Or, alternatively, you can equip both units with an Uplink and just pass orders around to avoid the AI rule. Linked Targeting Array (5 pts.) - Gain '''Target 1''', allowing you to get a free aim token when the equipped unit is issued an order. Combined with HQ Uplink above, this can be a free aim on your other 1-2 STAP riders most every turn so long as you have the HQ Uplink unit recover afterwards. Long-Range Comlink (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Speeders can generally benefit somewhat from this upgrade, though, so maybe give it a try! Command Control Array (2 pts.) - When you use Coordinate, you can issue the order at range 1-2 instead of range 1. Yeah, this is probably the one you're going to take. Cheap and useful. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Tactics <div class="mw-collapsible-content"> The speeder thingies that the B1 droids used in ''The Phantom Menace''. For 73 points you get two of them, and they are considered repulsor vehicles. Each has 3 wounds with white defense (no surge). For offence, they each fire 3 black at range 1-3 with no surge and '''Critical 1''' (which stacks to '''Critical 2''' when using both guns on the same target). Essentially you're getting two of the E-5Cs that your B1 squads can take, but without the B1 squad around them. They have movement 3 and the '''Speeder 1''' rule. But they also come with '''Cover 1''' and '''Agile 1''' (get a free dodge token after each standard move, which would include the compulsory move from Speeder). Because they're droids (but not "Droid Troopers"), they have some special rules reflecting that as well. They have '''AI:Move''', which isn't all that bad (Agile!). Additionally, they have '''Coordinate: Droid Trooper, Vehicle'''. If they are issued an order, they can automatically issue an order to a vehicle or one of your droid trooper squads too. They can start up a daisy chain, or ensure that your AAT is issued an order (in case you didn't take Lok Durd or a T-Series)- or you could start a daisy chain with other STAP rider units if you take multiple of them. STAPs fulfill a role similar to what droidekas did, albeit poorly, before STAPs were released: they are affordable, fast flanking units perfect for zipping across the map to approach your opponent from an area where their units don't have heavy cover. They are definitely not as sturdy as droidekas (no Surge to Block on these white dice), but Cover 1 and free dodges every turn from Agile 1 help. First off, you want to be running at least two of them if you're going to be considering them at all. Their inclusion (and upgrades) open up other choices for deployment zones and objectives that would have previously made CIS players want to curl up and die. Disarray and Danger Close suddenly become very attractive when you have a group of 3 fast units that can Coordinate an HQ Uplink order to each other and then choose which opposing flank to tear into. Bombing Run and Breakthrough also become viable objectives for CIS lists with STAPs. On Bombing Run, just hand the bomb tokens to the STAP riders and watch your opponent panic as three kamikaze pilots scream towards their deployment zone at three Speed-3 moves every round. Wherever you choose to deploy them, you'll want to keep them within range 1 of each other every turn that you possibly can for Coordinate. This can be tricky, but liberal use of the pivot action can keep them in line with each other and help you spend more time behind LOS-blocking terrain when you need it. Putting Linked Targeting Array on the other 1-2 STAPs gives them a free aim to work with which really helps boost their attack rolls. Their ability to always have an order on them similar to B1s also makes them a good target for your Aggressive Tactics surge token placement, and helps cover for their lack of Surge to Block. Speeder 1 means they can move over terrain under Height 1 (range 1 on your range ruler) automatically; keep track of what terrain fits that description on your table so that you know which lanes your STAPs can take when approaching your opponent or objectives. </div></div>
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